Search found 259 matches

by theRustyKnife
Wed Dec 14, 2016 6:22 am
Forum: General discussion
Topic: Poll: Horizontal or Vertical?
Replies: 12
Views: 6366

Re: Poll: Horizontal or Vertical?

But... But I love spaghetti :(
by theRustyKnife
Sat Dec 10, 2016 9:42 pm
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6906

Re: [MOD 0.14] Manual Inventory Sorting

Version 1.5.5 released.
Changes:
* Fixed sorting of certain items would cause a crash when there were filters for them (6067)
* Fixed a possible crash when sorting cars or wagons with bigger inventories than any chest
by theRustyKnife
Thu Dec 08, 2016 5:37 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Changing the way Fuel Works
Replies: 3
Views: 1281

Re: [REQUEST] Changing the way Fuel Works

I think this would be better fit as a feature suggestion for the game itself since there's no (universal) way of implementing this as a mod that I could think of with the current API. That said idk how many people would actually want this in the game. You could argue about realism vs playability all...
by theRustyKnife
Wed Dec 07, 2016 8:50 am
Forum: Mods
Topic: [MOD 0.15] Almost Wireless Circuits
Replies: 14
Views: 5667

[MOD 0.15] Almost Wireless Circuits

Almost Wireless Circuits Description: Adds a pole that has a huge wire reach but can only carry circuit wires. Also allows you to make regular poles circuit-only to help clean up your contraptions. Details: Name: Almost Wireless Circuits MOD Version: 0.3.2 Factorio Version: 0.15 Latest Release: 00....
by theRustyKnife
Sun Dec 04, 2016 9:02 am
Forum: Mods
Topic: [MOD 0.15] Circuit Network Switch
Replies: 17
Views: 8945

Re: [MOD 0.14] Circuit Network Switch

Version 0.1.6 is released:
+ Added icon
by theRustyKnife
Sun Dec 04, 2016 8:12 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 74012

Re: [MOD 0.14] Crafting Combinator

Version 0.3.2 is released:
* Fixed crash when placing a combinator after reloading a game ([5908](https://mods.factorio.com/mods/theRusty ... ssion/5908))
by theRustyKnife
Thu Dec 01, 2016 7:04 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 74012

Re: [MOD 0.14] Crafting Combinator

Version 0.3.1 is released:
* Fixed wrong path for no-icon icon and an error in migration script ([5869](https://mods.factorio.com/mods/theRusty ... ssion/5869))
by theRustyKnife
Thu Dec 01, 2016 1:51 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 74012

Re: [MOD 0.14] Crafting Combinator

What happens if i dont want to use / empty the chest? Im totally fine with items vanishing since i dont want to handle them further. Could u make it optional? What happens with a full chest? It is actually optional, you can turn it off by setting the combinator to off. This will (unless I fucked up...
by theRustyKnife
Thu Dec 01, 2016 12:11 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 74012

Re: [MOD 0.14] Crafting Combinator

Version 0.3 is out and it sort of fixes the issue of items being deleted. They're moved to an active provider for bot pickup.
I'll look into making the chest somehow accessible by the player directly, but this seems ok for now.
Cheers TRK
by theRustyKnife
Thu Nov 24, 2016 12:06 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 74012

Re: [MOD 0.14] Crafting Combinator

what happens to the unused items still in the machine when the recipie is changed or turned off? it seems to me there being deleted Yes, that's the way it is for now, but I may try to do something about it. The problem is, I don't know what :| It wouldn't make much sense to drop the items on the gr...
by theRustyKnife
Thu Nov 10, 2016 7:23 am
Forum: Mods
Topic: [MOD 0.15] Fluid Temperature Combinator
Replies: 15
Views: 5376

Re: [MOD 0.14] Fluid Temperature Combinator

me again :D Hi! just came up with the idea, since u are getting the information of the entity anyway, the combinator also could output the content in addition / optional. for most tanks / pumps not needed, but there are some edge scenarios where it might come in handy. i.e.: content of pipes / cont...
by theRustyKnife
Mon Nov 07, 2016 8:26 pm
Forum: General discussion
Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
Replies: 91
Views: 67978

Re: Loop vs 2-headed train network

What's wrong? Just surprised I had no problems with it? In that case it's because I don't have the entire network like that, only the places where it's appropriate - without much traffic going through ;) He might have just been pointing out the possible oxymoron there, you never know. Oh :? well I ...
by theRustyKnife
Mon Nov 07, 2016 7:40 am
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6906

Re: [MOD 0.14] Manual Inventory Sorting

Version 1.5.4 released.
Changes:
* Fixed filtered car sorting (5284)
by theRustyKnife
Mon Nov 07, 2016 6:29 am
Forum: General discussion
Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
Replies: 91
Views: 67978

Re: Loop vs 2-headed train network

DaveMcW wrote:
theRustyKnife wrote:single bidirectional
... I haven't had a problem with these types of setups
:shock:
What's wrong? Just surprised I had no problems with it?
In that case it's because I don't have the entire network like that, only the places where it's appropriate - without much traffic going through ;)
by theRustyKnife
Mon Nov 07, 2016 5:56 am
Forum: General discussion
Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
Replies: 91
Views: 67978

Re: Loop vs 2-headed train network

I'm wondering, am I the only one here who uses both as I see fit? For real tho, isn't that the superior solution? You can enjoy all the advantages of big single headed trains with loop stations while still being able to build tiny utility-like terminal stations for L-C-L trains and such. Same goes f...
by theRustyKnife
Wed Nov 02, 2016 7:43 am
Forum: Mods
Topic: [MOD 0.15] Fluid Temperature Combinator
Replies: 15
Views: 5376

Re: [MOD 0.14] Fluid Temperature Combinator

New version is out adding the toggle. Default is off as it's probably what most people would use.
A thing that would be nice to have is copy-paste this setting. If that works out, I think I'll consider it a 1.0 release ;)
by theRustyKnife
Wed Oct 26, 2016 10:50 am
Forum: Mods
Topic: [MOD 0.15] Fluid Temperature Combinator
Replies: 15
Views: 5376

Re: [MOD 0.14] Fluid Temperature Combinator

So with 0.1.2 i get '9820' instead of 98? Precisely. Is this precision needed? Good point. I was actually thinking the same and found that eventhough I can't come up with a use for it (I haven't exactly played Factorio a ton lately), someone else might. It would probably be smart to make it possibl...
by theRustyKnife
Tue Oct 25, 2016 4:29 pm
Forum: Mods
Topic: [MOD 0.15] Fluid Temperature Combinator
Replies: 15
Views: 5376

Re: [MOD 0.14] Fluid Temperature Combinator

Thank you so much! Really cool that u made one. You're welcome, if you have any more ideas, I'd be glad to implement them too ;) here we go: just trying myself to implement a check on boilers as well.... but since i have no clue about lua, im struggling with how to extend return entity.surface.find...
by theRustyKnife
Tue Oct 25, 2016 3:54 pm
Forum: Mods
Topic: [MOD 0.15] Fluid Temperature Combinator
Replies: 15
Views: 5376

Re: [MOD 0.14] Fluid Temperature Combinator

Thank you so much! Really cool that u made one. You're welcome, if you have any more ideas, I'd be glad to implement them too ;) here we go: just trying myself to implement a check on boilers as well.... but since i have no clue about lua, im struggling with how to extend return entity.surface.find...
by theRustyKnife
Tue Oct 25, 2016 9:40 am
Forum: Mods
Topic: [MOD 0.15] Fluid Temperature Combinator
Replies: 15
Views: 5376

Re: [MOD 0.14] Fluid Temperature Combinator

Speadge wrote:Thank you so much! Really cool that u made one.

You're welcome, if you have any more ideas, I'd be glad to implement them too ;)

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